/*******************************************************************************
 * Copyright (c) 2013, Daniel Murphy
 * All rights reserved.
 * 
 * Redistribution and use in source and binary forms, with or without modification,
 * are permitted provided that the following conditions are met:
 * 	* Redistributions of source code must retain the above copyright notice,
 * 	  this list of conditions and the following disclaimer.
 * 	* Redistributions in binary form must reproduce the above copyright notice,
 * 	  this list of conditions and the following disclaimer in the documentation
 * 	  and/or other materials provided with the distribution.
 * 
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
 * IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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 * NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 ******************************************************************************/

package org.jbox2d.dynamics;

import org.jbox2d.common.Vec2;

/** A body definition holds all the data needed to construct a rigid body. You can safely re-use body definitions. Shapes are
 * added to a body after construction.
 * 
 * @author daniel */
public class BodyDef {

	/** The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one. */
	public BodyType type;

	/** Use this to store application specific body data. */
	public Object userData;

	/** The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes. */
	public Vec2 position;

	/** The world angle of the body in radians. */
	public float angle;

	/** The linear velocity of the body in world co-ordinates. */
	public Vec2 linearVelocity;

	/** The angular velocity of the body. */
	public float angularVelocity;

	/** Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1.0f but the damping effect
	 * becomes sensitive to the time step when the damping parameter is large. */
	public float linearDamping;

	/** Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect
	 * becomes sensitive to the time step when the damping parameter is large. */
	public float angularDamping;

	/** Set this flag to false if this body should never fall asleep. Note that this increases CPU usage. */
	public boolean allowSleep;

	/** Is this body initially sleeping? */
	public boolean awake;

	/** Should this body be prevented from rotating? Useful for characters. */
	public boolean fixedRotation;

	/** Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are
	 * prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
	 * 
	 * @warning You should use this flag sparingly since it increases processing time. */
	public boolean bullet;

	/** Does this body start out active? */
	public boolean active;

	/** Experimental: scales the inertia tensor. */
	public float gravityScale;

	public BodyDef () {
		userData = null;
		position = new Vec2();
		angle = 0f;
		linearVelocity = new Vec2();
		angularVelocity = 0f;
		linearDamping = 0f;
		angularDamping = 0f;
		allowSleep = true;
		awake = true;
		fixedRotation = false;
		bullet = false;
		type = BodyType.STATIC;
		active = true;
		gravityScale = 1.0f;
	}

	/** The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one. */
	public BodyType getType () {
		return type;
	}

	/** The body type: static, kinematic, or dynamic. Note: if a dynamic body would have zero mass, the mass is set to one. */
	public void setType (BodyType type) {
		this.type = type;
	}

	/** Use this to store application specific body data. */
	public Object getUserData () {
		return userData;
	}

	/** Use this to store application specific body data. */
	public void setUserData (Object userData) {
		this.userData = userData;
	}

	/** The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes. */
	public Vec2 getPosition () {
		return position;
	}

	/** The world position of the body. Avoid creating bodies at the origin since this can lead to many overlapping shapes. */
	public void setPosition (Vec2 position) {
		this.position = position;
	}

	/** The world angle of the body in radians. */
	public float getAngle () {
		return angle;
	}

	/** The world angle of the body in radians. */
	public void setAngle (float angle) {
		this.angle = angle;
	}

	/** The linear velocity of the body in world co-ordinates. */
	public Vec2 getLinearVelocity () {
		return linearVelocity;
	}

	/** The linear velocity of the body in world co-ordinates. */
	public void setLinearVelocity (Vec2 linearVelocity) {
		this.linearVelocity = linearVelocity;
	}

	/** The angular velocity of the body. */
	public float getAngularVelocity () {
		return angularVelocity;
	}

	/** The angular velocity of the body. */
	public void setAngularVelocity (float angularVelocity) {
		this.angularVelocity = angularVelocity;
	}

	/** Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1.0f but the damping effect
	 * becomes sensitive to the time step when the damping parameter is large. */
	public float getLinearDamping () {
		return linearDamping;
	}

	/** Linear damping is use to reduce the linear velocity. The damping parameter can be larger than 1.0f but the damping effect
	 * becomes sensitive to the time step when the damping parameter is large. */
	public void setLinearDamping (float linearDamping) {
		this.linearDamping = linearDamping;
	}

	/** Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect
	 * becomes sensitive to the time step when the damping parameter is large. */
	public float getAngularDamping () {
		return angularDamping;
	}

	/** Angular damping is use to reduce the angular velocity. The damping parameter can be larger than 1.0f but the damping effect
	 * becomes sensitive to the time step when the damping parameter is large. */
	public void setAngularDamping (float angularDamping) {
		this.angularDamping = angularDamping;
	}

	/** Set this flag to false if this body should never fall asleep. Note that this increases CPU usage. */
	public boolean isAllowSleep () {
		return allowSleep;
	}

	/** Set this flag to false if this body should never fall asleep. Note that this increases CPU usage. */
	public void setAllowSleep (boolean allowSleep) {
		this.allowSleep = allowSleep;
	}

	/** Is this body initially sleeping? */
	public boolean isAwake () {
		return awake;
	}

	/** Is this body initially sleeping? */
	public void setAwake (boolean awake) {
		this.awake = awake;
	}

	/** Should this body be prevented from rotating? Useful for characters. */
	public boolean isFixedRotation () {
		return fixedRotation;
	}

	/** Should this body be prevented from rotating? Useful for characters. */
	public void setFixedRotation (boolean fixedRotation) {
		this.fixedRotation = fixedRotation;
	}

	/** Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are
	 * prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
	 * 
	 * @warning You should use this flag sparingly since it increases processing time. */
	public boolean isBullet () {
		return bullet;
	}

	/** Is this a fast moving body that should be prevented from tunneling through other moving bodies? Note that all bodies are
	 * prevented from tunneling through kinematic and static bodies. This setting is only considered on dynamic bodies.
	 * 
	 * @warning You should use this flag sparingly since it increases processing time. */
	public void setBullet (boolean bullet) {
		this.bullet = bullet;
	}

	/** Does this body start out active? */
	public boolean isActive () {
		return active;
	}

	/** Does this body start out active? */
	public void setActive (boolean active) {
		this.active = active;
	}

	/** Experimental: scales the inertia tensor. */
	public float getGravityScale () {
		return gravityScale;
	}

	/** Experimental: scales the inertia tensor. */
	public void setGravityScale (float gravityScale) {
		this.gravityScale = gravityScale;
	}
}
